1. Pouvoirs
  2. space_combat
  3. player
  4. improved_emp_burst

Rafale électromagnétique

improvedelectromagneticpulse

Rafale électromagnétique

Armer et utiliser : inflige de lourds dégâts aux ennemis et alliés à proximité.

Attributs

Conditions

Métadonnées

Users

Related effects, buffs and debuffs

Please click on an effect below to view its details.

Ability activation
1
improvedelectromagneticpulse
Rafale électromagnétique
2
improvedelectromagneticpulse
Rafale électromagnétique
  • [0s]
    improvedelectromagneticpulseRafale électromagnétique

  • 1
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.space_combat.player.emp_shockwave_mk7, dependent on calling effect
    • Invoke Projectile
      - Determine Hit = (bool) false
      - Timed Projectile = (bool) true
      - Hit Checked = (bool) false
      - Is Special Ability = (bool) false
      - Ignore Dual Wield Modifier = (bool) false
      - Slot = (int) 5
      - Spell Type = (int) 1
      - Travel Speed = (float) 0
      - Travel Time = (time) 1.6s
  • 2
    • When projectile completed travel and hit target

    Perform the following actions:

    • Add effect #2 to TARGET from CASTER
  • [0s]
    improvedelectromagneticpulseRafale électromagnétique

  • 1
    • When effect is applied

    Perform the following actions:

    • Invoke Projectile
      - Determine Hit = (bool) false
      - Timed Projectile = (bool) false
      - Hit Checked = (bool) false
      - Is Special Ability = (bool) false
      - Ignore Dual Wield Modifier = (bool) false
      - Slot = (int) 5
      - Spell Type = (int) 1
      - Travel Speed = (float) 48
      - Travel Time = (time) 0s
    • Play appearance epp.space_combat.player.emp_impact
  • 2
    • When projectile completed travel and hit target

    Perform the following actions:

    • Damage
      - Damage Type = (int) 7
      - Level Cap = (int) 0
      - Amount Max = (float) 1
      - Amount Min = (float) 1
      - Amount Percent = (float) 0
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0
      - Standard Health Percent Min = (float) 0
      - Damage Modifier = (float) 0
  • 3
    • When projectile completed travel and hit target

    Perform the following actions:

    • Damage
      - Damage Type = (int) 2
      - Level Cap = (int) 0
      - Amount Max = (float) 250
      - Amount Min = (float) 250
      - Amount Percent = (float) 0
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0
      - Standard Health Percent Min = (float) 0
      - Damage Modifier = (float) 0